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[READ-ONLY] Mirror of https://github.com/flo-bit/shapecraft. flo-bit.dev/shapecraft
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11 kB · 534 lines
JavaScript
at commit da69385e
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class Box3 {
constructor( min = new Vector3( + Infinity, + Infinity, + Infinity ), max = new Vector3( - Infinity, - Infinity, - Infinity ) ) {
this.isBox3 = true;
this.min = min; this.max = max;
}
set( min, max ) {
this.min.copy( min ); this.max.copy( max );
return this;
}
setFromArray( array ) {
this.makeEmpty();
for ( let i = 0, il = array.length; i < il; i += 3 ) {
this.expandByPoint( _vector.fromArray( array, i ) );
}
return this;
}
setFromBufferAttribute( attribute ) {
this.makeEmpty();
for ( let i = 0, il = attribute.count; i < il; i ++ ) {
this.expandByPoint( _vector.fromBufferAttribute( attribute, i ) );
}
return this;
}
setFromPoints( points ) {
this.makeEmpty();
for ( let i = 0, il = points.length; i < il; i ++ ) {
this.expandByPoint( points[ i ] );
}
return this;
}
setFromCenterAndSize( center, size ) {
const halfSize = _vector.copy( size ).multiplyScalar( 0.5 );
this.min.copy( center ).sub( halfSize ); this.max.copy( center ).add( halfSize );
return this;
}
setFromObject( object, precise = false ) {
this.makeEmpty();
return this.expandByObject( object, precise );
}
clone() {
return new this.constructor().copy( this );
}
copy( box ) {
this.min.copy( box.min ); this.max.copy( box.max );
return this;
}
makeEmpty() {
this.min.x = this.min.y = this.min.z = + Infinity; this.max.x = this.max.y = this.max.z = - Infinity;
return this;
}
isEmpty() {
// this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );
}
getCenter( target ) {
return this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
}
getSize( target ) {
return this.isEmpty() ? target.set( 0, 0, 0 ) : target.subVectors( this.max, this.min );
}
expandByPoint( point ) {
this.min.min( point ); this.max.max( point );
return this;
}
expandByVector( vector ) {
this.min.sub( vector ); this.max.add( vector );
return this;
}
expandByScalar( scalar ) {
this.min.addScalar( - scalar ); this.max.addScalar( scalar );
return this;
}
expandByObject( object, precise = false ) {
// Computes the world-axis-aligned bounding box of an object (including its children), // accounting for both the object's, and children's, world transforms
object.updateWorldMatrix( false, false );
const geometry = object.geometry;
if ( geometry !== undefined ) {
const positionAttribute = geometry.getAttribute( 'position' );
// precise AABB computation based on vertex data requires at least a position attribute. // instancing isn't supported so far and uses the normal (conservative) code path.
if ( precise === true && positionAttribute !== undefined && object.isInstancedMesh !== true ) {
for ( let i = 0, l = positionAttribute.count; i < l; i ++ ) {
if ( object.isMesh === true ) {
object.getVertexPosition( i, _vector );
} else {
_vector.fromBufferAttribute( positionAttribute, i );
}
_vector.applyMatrix4( object.matrixWorld ); this.expandByPoint( _vector );
}
} else {
if ( object.boundingBox !== undefined ) {
// object-level bounding box
if ( object.boundingBox === null ) {
object.computeBoundingBox();
}
_box.copy( object.boundingBox );
} else {
// geometry-level bounding box
if ( geometry.boundingBox === null ) {
geometry.computeBoundingBox();
}
_box.copy( geometry.boundingBox );
}
_box.applyMatrix4( object.matrixWorld );
this.union( _box );
}
}
const children = object.children;
for ( let i = 0, l = children.length; i < l; i ++ ) {
this.expandByObject( children[ i ], precise );
}
return this;
}
containsPoint( point ) {
return point.x >= this.min.x && point.x <= this.max.x && point.y >= this.min.y && point.y <= this.max.y && point.z >= this.min.z && point.z <= this.max.z;
}
containsBox( box ) {
return this.min.x <= box.min.x && box.max.x <= this.max.x && this.min.y <= box.min.y && box.max.y <= this.max.y && this.min.z <= box.min.z && box.max.z <= this.max.z;
}
getParameter( point, target ) {
// This can potentially have a divide by zero if the box // has a size dimension of 0.
return target.set( ( point.x - this.min.x ) / ( this.max.x - this.min.x ), ( point.y - this.min.y ) / ( this.max.y - this.min.y ), ( point.z - this.min.z ) / ( this.max.z - this.min.z ) );
}
intersectsBox( box ) {
// using 6 splitting planes to rule out intersections. return box.max.x >= this.min.x && box.min.x <= this.max.x && box.max.y >= this.min.y && box.min.y <= this.max.y && box.max.z >= this.min.z && box.min.z <= this.max.z;
}
intersectsSphere( sphere ) {
// Find the point on the AABB closest to the sphere center. this.clampPoint( sphere.center, _vector );
// If that point is inside the sphere, the AABB and sphere intersect. return _vector.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius );
}
intersectsPlane( plane ) {
// We compute the minimum and maximum dot product values. If those values // are on the same side (back or front) of the plane, then there is no intersection.
let min, max;
if ( plane.normal.x > 0 ) {
min = plane.normal.x * this.min.x; max = plane.normal.x * this.max.x;
} else {
min = plane.normal.x * this.max.x; max = plane.normal.x * this.min.x;
}
if ( plane.normal.y > 0 ) {
min += plane.normal.y * this.min.y; max += plane.normal.y * this.max.y;
} else {
min += plane.normal.y * this.max.y; max += plane.normal.y * this.min.y;
}
if ( plane.normal.z > 0 ) {
min += plane.normal.z * this.min.z; max += plane.normal.z * this.max.z;
} else {
min += plane.normal.z * this.max.z; max += plane.normal.z * this.min.z;
}
return ( min <= - plane.constant && max >= - plane.constant );
}
intersectsTriangle( triangle ) {
if ( this.isEmpty() ) {
return false;
}
// compute box center and extents this.getCenter( _center ); _extents.subVectors( this.max, _center );
// translate triangle to aabb origin _v0.subVectors( triangle.a, _center ); _v1.subVectors( triangle.b, _center ); _v2.subVectors( triangle.c, _center );
// compute edge vectors for triangle _f0.subVectors( _v1, _v0 ); _f1.subVectors( _v2, _v1 ); _f2.subVectors( _v0, _v2 );
// test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb // make an axis testing of each of the 3 sides of the aabb against each of the 3 sides of the triangle = 9 axis of separation // axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned) let axes = [ 0, - _f0.z, _f0.y, 0, - _f1.z, _f1.y, 0, - _f2.z, _f2.y, _f0.z, 0, - _f0.x, _f1.z, 0, - _f1.x, _f2.z, 0, - _f2.x, - _f0.y, _f0.x, 0, - _f1.y, _f1.x, 0, - _f2.y, _f2.x, 0 ]; if ( ! satForAxes( axes, _v0, _v1, _v2, _extents ) ) {
return false;
}
// test 3 face normals from the aabb axes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ]; if ( ! satForAxes( axes, _v0, _v1, _v2, _extents ) ) {
return false;
}
// finally testing the face normal of the triangle // use already existing triangle edge vectors here _triangleNormal.crossVectors( _f0, _f1 ); axes = [ _triangleNormal.x, _triangleNormal.y, _triangleNormal.z ];
return satForAxes( axes, _v0, _v1, _v2, _extents );
}
clampPoint( point, target ) {
return target.copy( point ).clamp( this.min, this.max );
}
distanceToPoint( point ) {
return this.clampPoint( point, _vector ).distanceTo( point );
}
getBoundingSphere( target ) {
if ( this.isEmpty() ) {
target.makeEmpty();
} else {
this.getCenter( target.center );
target.radius = this.getSize( _vector ).length() * 0.5;
}
return target;
}
intersect( box ) {
this.min.max( box.min ); this.max.min( box.max );
// ensure that if there is no overlap, the result is fully empty, not slightly empty with non-inf/+inf values that will cause subsequence intersects to erroneously return valid values. if ( this.isEmpty() ) this.makeEmpty();
return this;
}
union( box ) {
this.min.min( box.min ); this.max.max( box.max );
return this;
}
applyMatrix4( matrix ) {
// transform of empty box is an empty box. if ( this.isEmpty() ) return this;
// NOTE: I am using a binary pattern to specify all 2^3 combinations below _points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000 _points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001 _points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010 _points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011 _points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100 _points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101 _points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110 _points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111
this.setFromPoints( _points );
return this;
}
translate( offset ) {
this.min.add( offset ); this.max.add( offset );
return this;
}
equals( box ) {
return box.min.equals( this.min ) && box.max.equals( this.max );
}
}
const _points = [ /*@__PURE__*/ new Vector3(), /*@__PURE__*/ new Vector3(), /*@__PURE__*/ new Vector3(), /*@__PURE__*/ new Vector3(), /*@__PURE__*/ new Vector3(), /*@__PURE__*/ new Vector3(), /*@__PURE__*/ new Vector3(), /*@__PURE__*/ new Vector3()];
const _vector = /*@__PURE__*/ new Vector3();
const _box = /*@__PURE__*/ new Box3();
// triangle centered vertices
const _v0 = /*@__PURE__*/ new Vector3();const _v1 = /*@__PURE__*/ new Vector3();const _v2 = /*@__PURE__*/ new Vector3();
// triangle edge vectors
const _f0 = /*@__PURE__*/ new Vector3();const _f1 = /*@__PURE__*/ new Vector3();const _f2 = /*@__PURE__*/ new Vector3();
const _center = /*@__PURE__*/ new Vector3();const _extents = /*@__PURE__*/ new Vector3();const _triangleNormal = /*@__PURE__*/ new Vector3();const _testAxis = /*@__PURE__*/ new Vector3();
function satForAxes( axes, v0, v1, v2, extents ) {
for ( let i = 0, j = axes.length - 3; i <= j; i += 3 ) {
_testAxis.fromArray( axes, i ); // project the aabb onto the separating axis const r = extents.x * Math.abs( _testAxis.x ) + extents.y * Math.abs( _testAxis.y ) + extents.z * Math.abs( _testAxis.z ); // project all 3 vertices of the triangle onto the separating axis const p0 = v0.dot( _testAxis ); const p1 = v1.dot( _testAxis ); const p2 = v2.dot( _testAxis ); // actual test, basically see if either of the most extreme of the triangle points intersects r if ( Math.max( - Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) {
// points of the projected triangle are outside the projected half-length of the aabb // the axis is separating and we can exit return false;
}
}
return true;
}
export { Box3 };